"Everyone, come and see my fantastic wares," a human shouts from the large window of his wagon, his wild sandy blonde hair tangling in the breeze. An innocent smile adorns his face, and his glass eye never quite matches his true eye's orientation. A tiefling leans against the cart, drifting off to sleep before a cat uses her as a spring board, bounding to the roof of the wagon. "Skulky's Unique Wares,... [click here for more]

This is the second of the "High Forest Factbook" adventures series. The caravans have stopped arriving from the North. Lady Morgwais has asked you to investigate and help reopen the trade routes. What begins as a quick job turns into a race to save a queen.
This module is designed for 3-7 characters of third through fifth level. It includes a detailed description of the Elven village... [click here for more]

A selection of fiery encounters for a range of character levels:
Firenewt Patrol A simple encounter with a firenewt patrol.
Red Dragon Wyrmling A ruined tower in the wilderness offers temporary refuge to a red dragon wyrmling and its kobold followers.
Infernal Champion An encounter on the road with a tiefling warlock and his hellish pets.
Cult of Fire A bare-bones dungeon filled with fire cultists... [click here for more]

"Chance Encounters: Wanderers & Wayfarers" provides fifteen interesting random encounter scenarios related to roads and trails with suggestions to make them challenging at any Tier of Play. These are not lairs, side quests or mini-dungeons, but random encounters brought to life with more interesting details than what the random encounter tables provide.
This book includes:
15 encounters (added... [click here for more]

Sometimes a DM needs to be prepared to improvise. Sometimes you just need a fresh idea or a springboard of sorts. These stock encounters are designed with your campaign in mind. These encounters provide guidelines for a simple encounter you can use in your games. What these encounters are not, is a fully fleshed-out adventure. If you want to use them to make an adventure, and string them together... [click here for more]

In Expedition to Chult, the adventurers have been called upon by the city of Baldur’s Gate to rebuild Fort Beluarian, a small outpost originally settled by members of the Flaming Fist over a century ago.
The DM's Guide contains a list of the rules and subsystems that will be used in the Expedition to Chult adventure path, as well as a detailed description of the history, people, and landmarks... [click here for more]

This book is an attempt to expand on the incredible dangers of the vast wilds of Chult, for use in the Tomb of Annihilation campaign or similar campaign settings. Inside, you will find a catalog of the exotic flora and fauna of Chult and guidelines for how to harvest and craft various poisons from them, as well as two new character backgrounds for the natives of the jungle who are all too... [click here for more]

A Domain of Dread
A night of eternal terror. A world ruled by fear and horror. Vampires who rule the night. Shapeshifters who prowl the forests. Eldritch ghouls and undead skeletons who prey upon a fearful populace. If ever a world needed heroes, it is the world of Ravenloft.
A World of Gothic Adventure
The Ravenloft setting takes one of the classic roleplaying... [click here for more]

The Settlement System allows players to build a settlment, attract new visitors and residents, construct buildings, and manage the day-to-day operation of a small community. It is a lightweight, easy to use expansion that adds depth and character to wherever your adventurer's choose to hang their hats between dungeons.
A campaign using the Settlement System typically has a single village or town... [click here for more]

Not all Warlocks bind themselves to a dark or malicious entity. Some find themselves serving a greater power from the higher planes of existence. Those Warlocks find themselves channeling divine power against their foes.
Additionally, this adds two new special familiars to choose from in the forms of the Coure and the Lantern Archon. ... [click here for more]

At the edge of civilization, only an alliance with a powerful dragon has allowed the city of Coldbridge to survive. But when the dragon goes missing, how will the city survive amidst a vast wilderness of hostile - and hungry - monsters? The call has gone out - adventurers are needed... but can even the most stalwart heroes be prepared to face THE VAMPIRE LORD OF DEATHBLACK PEAK?
A 113-page... [click here for more]

There are countless paths to power, some more dangerous than others...
Classes Unbound: Warlock introduces five new Warlock Patrons:
The Ancient Dragon; granting the power of the great wyrms.
The Arcane Ascendant; from ancient liches to the godlike Sorcerer-Kings, mighty weilders of the arcane are willing to grant power in exchange for servitude.
The Dread Mist; the mists of Ravenloft hold... [click here for more]

A generic tomb usable anytime you need a quick distraction
Sometimes a DM needs a fill-in adventure for when their PC’s go off script. This is a single location low role play adventure that can be inserted anywhere needed.
A 1-2 hour adventure for three to six 3rd-5th level characters. ... [click here for more]

Better treasures, faster, with less time needed to create them.
This book is specifically devoted to fixing and addressing one of the clunkier and slower aspects of Fifth Edition.
Players want their characters to grow more powerful, and to be rewarded for quality play. Rewards come through experience points and magic items, and those rewards come from treasure hoards... [click here for more]

Bardeid, the Baron Alluvion, has lost his staff when his boat was attacked by a hippopotamus during a hunting expedition. This staff represents his ownership of the nearby delta, land he recently purchased, and without it, others may try to dispute his claim.
One of those disputing Bardeid's claim is Yasheira, the chieftain and shaman leading the halflings native to the delta.
In seeking the staff... [click here for more]

In 1984, TSR published the module named “Journey to the Rock” with the module code “B8”. It was written by Michael Malone, and illustrated by Larry Elmore and Doug Watson. It consisted of one 32 page booklet and a cover folder with wilderness and dungeon maps.
This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet... [click here for more]

The Savage Frontier, the Barbaric North, the Cold Wastes, the Uneducated Backyard. These, among many others, are nicknames for the North. This is a land of rabid monsters and ruthless barbarians, where nature is the strongest force for leagues in any direction. The North campaign expansion for the Forgotten Realms setting is the authority on the lands from Daggerford in the south to Ten-Towns in the... [click here for more]

Welcome back to Senag Island. Previously home to a clan of Minotaur Pirates led by Muolo Thundereye, this island has been left abandoned and the structures built here have largely fallen in to ruin.Something stirs on the island, however, a Wizard calling himself Malrakath, often known as Malrakath the Mad, has constructed his tower upon the island and has been abducting adventurers... [click here for more]

Journey to the Crystal Keep is an adventure module made for 3-5 1st level characters. It is designed to last a few sessions, roughly 6-8 hours of play. This module is designed with Old-School gaming in mind, plenty of dungeon crawling, dangerous hazards and enemies, as well as puzzles and social encounters that new players and veterans alike will appreciate. This module contains the three... [click here for more]

When the armies march, all the earth trembles.
D&D has a long history on troops and massive combat and warfare adventures, but 5th edition is the first one to achieve that armies keep being relevant even when heroes achieve high levels. The beauty of this edition is that numbers matter: high quantities of low level mooks can stand a chance to overpower a group of adventurers, and smart PCs will... [click here for more]

Explore the Netherese ruin in the Fallen Earth Mote. The journey takes the player from a tavern (included) to the ruins in the Earth Mote (included) and to the wizard calling himself Kelvan at the White Plume Mountain. (also included) 3 Maps total which could easily be used for other adventures.
Included:
This map pack includes 6 total versions of the 3 maps. With... [click here for more]

A small fishing shack on a beautiful and peaceful sandy and pebbly beach. A small road to the west leads down to the shack. I'm offering this map for free so don't worry if you don't have any funds to add. Leave a comment or review instead.
Included:
This map pack includes 6 versions of the map. With and without the roof, furnished with decorations inside the shack and an empty... [click here for more]

Want to summon large wooden statues which emit powerful magical effects?A medicine man sits calmly as a group of invaders harass his village. He is peaceful, unaffected. The invaders approach him and shake him, demanding tribute to their greatness. The medicine man stands calmly, as a huge wooden statue begins to move. Before the invaders can understand what has happened, the... [click here for more]

Stavros Ferrywell is a retired Bard and Fighter who in his youth was a member of the Shining Swords of Cormyr adventuring group. Sometime in his travels, he came across this old toppled giant oak. Something about it struck a cord and when he retired he set his mind to turn it into a tavern of leisure. There are three floors to the Deep Oak with the main floor being the busiest on a nightly basis with... [click here for more]

In an instant, the city of Lighthall vanishes from you very midst! In its place come five coins of amazing powers - power to transport you to a realm of fantastic worlds and incredible magic. In this realm, islands float in air and vast armies battle at the brink of oblivion. The return of Lighthall depends on the defeat of one man: the evil enchanter, Durhan the Conqueror.
Surrounding himself with... [click here for more]

Live for the Swarm.
Druids of the Circle of the Swarm meet in dark and sacred places around the corpses of ritualistically sacrificed beasts. You act for the good of nature, for the good of the circle, for the good of the swarm. Summon fearsome tiny beasts to do your bidding and disperse yourself into the hive mind, your countless forms will blot out the sun.
Have you ever... [click here for more]

Have you ever felt that all the materials in your world were just too plain? Well fear not! Because in Fandango's Magical Metals you will be given 10 new and original metals, each with 3 original and fun traits. When a product is made from these roll to see what traits it gets - from a faint glow to changing your appearance to added hit bonus against flying creatures! This short two page guide contains... [click here for more]

High-resolution map replacements of the Wizard of Wines for Curse of Strahd. These new maps offer a lot more space for your characters to move around in, both inside and outside the winery. The maps included with the book are a bit restricting, with very little room, especially for the first couple encounters.
For a free, low-resolution version, visit: /product/207157/Wizard-of-Wines-Expanded-Free... [click here for more]

Leprechauns! Just in time for Saint Patrick's Day!The Fey Codex is part of a legendary scholarly work compiled ages ago by Stephen the Sage detailing the races, history, and legends of the known world to that point. A collection of papers supposedly unearthed just recently in the inventory of a village curio shop is believed to be a fragment of this work, but as... [click here for more]

We're Amost There!Does your party require some distractions to make thier next journey more memerable? Well not any more!!
We're Almost There is a collection of 15 different encounter ideas created to help make them long trips between quests more exciting and challenging. From competitions to strange carnival tents, these encounters cover combat, problem solving, roleplaying and... [click here for more]

Centuries ago, a powerful wizard locked himself in his inner sanctum to dedicate his life to the
pursuit of knowledge. His discoveries and magic remain sealed inside to this very day. Solve his
riddle and unravel the fate of the wizard Maalzinabar and the sinister evil lurking in the depths.
A 2-3 hour adventure for 5th-12th level characters... [click here for more]

Based on the Maztica Trilogy by Doug Niles, a new world of adventures far beyond the Shining Sea opens to players.
A land of Aztec and Mayan-like high culture with brutal, bloodthirsty gods, new creatures and lavish treasures.
Maztica is a brand new frontier for the Forgotten Realms adventure setting.
Product HistoryMaztica Campaign Set (1991), by Douglas Niles, is... [click here for more]

Step into the past of 650 DR and experience the sights, sounds, and innumerable wonders of fabled Myth Drannor at its height. Walk the wooded glades of Cormanthyr, the last major elven empire on Faerun, and discover marvelous secrets lost to the Realms of the present day. This Arcane Age campaign expansion for the Forgotten Realms setting contains all the information necessary to begin either a... [click here for more]

Five maps that feature some kind of elevation. Good for DMs that need maps with some tactical options. Usefull for Roll20 or print them out for a home game. All maps are with or without grid!
... [click here for more]

WINTER IS HERE!
Winter has come to the Forgotten Realms! In Deadwinter Disappearance, our heroes are tasked to aid a village where the children have been vanishing in the middle of the night. What horrors await the adventurers in the haunted woods of the winter-witch? Can the characters track down her candy cottage before it’s too late?
A colorful winter story, loosely based... [click here for more]

The fourth and final adventue in the Uprising Saga.
The orc uprising around Nirzumbil must come to an end! The Mercur trade coster is benefiting too much from the blockade of the dwarven stronghold and threatens to corner the market on iron ore and gems for years to come. If the orc warlord commanding the armies can be slain, the orc forces will surely fall apart. But how to find and kill a warlord... [click here for more]

Wicked's Keep is the hideout of a small crop of bandits who have been harassing the nearby villages. But is there something deeper afoot in that ruined hilltop tower? Your adventurers get the opportunity to go forth and explore with consequences that can reach far beyond the small town they seek to protect.
This adventure contains:
Magical traps to terrify your party
Two low-level... [click here for more]

An evil cult gathers for one night of dark acts, and on this night a group of brave adventurers enter their hide out. It is a mission of stealth and subterfuge for the dark forces are powerful, and quick thinking is needed to succeed for one night amongst the necromancers.
An adventure for 2nd-4th level adventurers.
The adventure introduces several new monsters and magic items.
Originally from... [click here for more]

In 1983, TSR published the module named “Pharoah” with the module code “I3” , I for Intermediate level adventures. It was written by Tracy and Laura Hickman, and illustrated by Jeff Easley, and Jim Holloway. It consisted of a 32 page booklet and two folding covers with maps. Pharaoh was the first module of a three module series that included I4 Oasis... [click here for more]

"The world is vast and varied, comprising towering mountains, dense jungles, and sprawling seas. There are regions so cold that their snow never melts, others so hot that their rain turns to steam as it touches the ground. "It is this variety of environments that accounts for the variety of life. In my travels I have noted 73 distinct types of pine trees?I estimate the number of fishes... [click here for more]

The Well of Souls. . . That's what Zugzul babe the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle? and they would be mighty. Thus said the god of the Afridhi, Zugzul the One. So the Afridhi did as they were bade. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh,... [click here for more]

CALLING ALL BEGINNER DUNGEON MASTERS AND PLAYERS: IT'S TIME TO LEARN WHAT LIES BEYOND THE DUNGEON! THE GREAT CANYON OF THUNDER RIFT IS FILLED WITH ADVENTURE Now that you've had a taste of treasure hunting, are you ready to discover the road to and from adventure? Enter Thunder Rift and you'll find the excitement that lies outside the dungeon. From the Plunging Cataract Falls to the Keep of the Black... [click here for more]

This adventure is the seventh in a series of adventures that will be released in the coming weeks and months that will be quick, easy to run sessions for you and your players, no matter the campaign that you're running. Whether it's "Waterdeep Dragon Heist", or "Storm King's Thunder", you'll be able to seemlessly run this at your table.
It is ambiguous for the purpose of fitting into your specific... [click here for more]

Save 40% on this product through my 2017 Bundle!
Help a bullywug through shocking times!
Pond-Dredger the bullywug, unable to be with the frog of his dreams, has an entirely new problem: he electrocutes everything he touches! Now he's kicked out of Dungrunglung; can you discover the source of his odd new power and put a stop to it?
Explore a silly and short Tomb of Annihilation... [click here for more]

This is a long encounter for characters level 4-5. The PCs must journey onto a battlefield at night, and the ghouls have come up from their burrows to feed on the dead. The idea of this was to give the DM tools to create horror and suspense: limited visibility, powerful enemies, and threatening environments. ... [click here for more]